-
Posts
34 -
Joined
-
Lol! Hey! My guide is still here heh heh
Oh what memories! -
Ohs.
well....
I was actually looking at this
Quote:So I thought that at some point there was a build in the guide text itself.I have included my latest build of Guardian, exported from CoH Planner. -
Is the Build mentioned in this guide posted elsewhere?
-
Quote:I assume you are being sarcastic, considering you listed quite a few things to do at level 50.And those same players that skip the content in their mad dash to level 50 then get to sit around with very little to do because there is no end game here. (TaskForces, Hami raids, Rikti ship raids, PvP, AE missions, Newspaper / Radio missions, and a maybe half a dozen contacts with repeatable missions)
Quote:Soon they get bored then whine and complain about having nothing to do, and get told the same thing by everyone. Roll up another character.
Also, if at level 50 it isn't obvious to Players what else they can do, and what the End Game is, then that is something that the developers need to address.
No one should have to ASK what is there to do in a game at a certain level. The game should be so designed that it steers and leads the player into the various activities that are available. -
I don't know what your archtype is, but grouping with other people at the AE and running missions designated as 'Farm' type missions there should level you up fairly quickly.
I totally understand the drive to level 50, the lower levels are an unnecessary and frustrating grind. You realise that so many powersets and archetypes only 'Come Into THeir Own' at a particular level, or it takes 25 levels before you get the 'Defining Power' of the set or some crap like that.
Totally unnecessary.
If you want to hit a level 50 character, or 100 level 50 characters you go right ahead. THere will always be missions to run and things to do now that the AE is available. You can even use the Flashback Feature and do old story arcs etc. so you won't miss out on a thing.
And if you have more than one level 50 you are more flexible for teaming, and in your Super Group you can jump on whichever character type a particular team in needs.
This whole 'Journey to level 50' ...play for 800 hours and get to 50 is not for everyone.
We must remember that this is just ONE way to design and play this game. A game like Guildwars runs you through level 1 to 20 in a few hours and then you have a max level character with all your powers and the game continues from there.
I think what players may be realising is that the majority of people really don't like that 'Journey' to level 50, simply because in most MMORPGs after you do it once it isn't fun.
By playing in the AE those players can see every single Map Type and Monster Type that the game has to offer. What are they supposedly missing out on really? Not a thing, in my view. -
Quote:So...you mean people ARE teaming.I've played CoX for going on two years now. And never before have I had this problem: I can't find any teams. Just today I logged on my brute hoping to get in some missions for a while, only to find out no one in Cap au Diable wanted a level 17 brute on their team.
Why? They're all in AE, getting their powerleveling on, and didn't want to bother with a measly level 17 anything!
They are Teaming in the AE :-)
Probably teaming more than ever before too! ^_^ -
[ QUOTE ]
Great Feedback, and I assure you we are collectively gathering those details now. However, player guides always will be more useful and more up to date, that is often the nature of these things.
Unlike your car example, this is a living and constantly changing environment. A simple users manual isn't simple in a situation like that.
There is nothing worse than purchasing a guide or book that is severely out of date, player guides and the people who enjoy creating these guides take painstaking measures to ensure it is complete and up to date.
This is just a call to gather what has already been compiled and link it all in one easy to find location. We are working on the release notes and information that we will share when the actual Issue goes live.
[/ QUOTE ]
Something which I have said and posted repeatedly.
Players need access to the numbers in CoH/CoV otherwise they cannot make the best informed decisions.
Player Guides should involve Strategy Guides. They should not be required, after days of Player Testing, to determine what a power's base defense or damage is.This information should be available directly from within the game's interface. if the feeling is that the 'average' player can't understand numbers (which is a load of rubbish since every other RPG, including WoW with 9 million subscribers shows all the numbers) then they can just ignore them.
Hiding this information works against the player.
Ironicaly Cryptic/NCSoft recognises the NEED for numbers since they request players to provide Guides.
How many times have those third party character building programs been downloaded ExLibris? Why are they in such high demand?? Because players feel that they do not have enough information to make their characters. The reason they continue playing under those conditions is that they like other aspects of CoH/CoV. They continue playing in spite of this shortcoming, not because of it.
For example:
Hasten decreases recharge rate of powers.
If you add Enhancements to Hasten you can say add +94.7% Recharge Reduction.
What the heck does that mean if you don't have a clue what the original Recharge decrease was? Is it 94.7% of 10% decrease? 15% decrease? 20% decrease?
If someone told you that he would give you 94.7% of what was in a particular bank account...what does that mean to you if you have no idea what is in the bank account? It could be ten million dollars as well as it could be 5 cents! That's the information that players have to go on when making characters. Here, spend 1 million influence on enhancements even though you don't have a clue exactly how this is going to improve your character. -
[ QUOTE ]
I've only done two Mayhem Missions so far. The first was with my Corruptor set to Vicious and I got the mission in St. Martial. The "Hero" showed up as a red conning boss class mob. I forget her name but it was a flying, energy blaster type with a goofy helmet and the big robotic forearm gloves. She wasn't too terribly difficult.
The second one I did was with my EM/FA brute set to Relentless (did this one in Grandville) and based on the last one I figured the "hero" would just be some purple con boss level scrub like the cape mission and previous mayhem mission. Obviously, I was caught a little off guard when a purple conning full Hero class Numina showed up to throw me in the slammer...and try as I might, in the slammer I went over and over again until I failed the mission.
I have yet to test any further mayhem missions with that brute, but it makes me wonder if I'm not going to have to change my difficulty every time one presents itself or if I should just leave it at relentless and beat up the scrub "heroes" when I can and just accept failing the mission whan an actual signature hero decides to show up randomly and beat me to a pulp.
[/ QUOTE ]
Did you ever consider turning down your difficulty for this mission from the most difficult to something lower?
*chuckle* -
:-|
Mayhem missiones have been a debt fest for me *grin*
Those longbow flame throwers are wicked. I've now actually started taking the mission and waiting till I've raised a level before actually going on it ^_^.
But yes, I was one of those that make a beeline for the bank. There was one time when I aggroed so many longbow that someone could have been forgiven for thinking it was I4 again and I had a tanker, herding.
I think even if you do take your time, it's easy to get overwhelmed both by opposition in the form of the cops, as well as teh suddenly appearing longbow. If they turn up whilst you are in the process of mopping up 5 PPD...well...things can get ugly ^_^
Mayhem Missions aren't all nice and easy fun and games (though they are Fun!Woot!). If you don't know what you're doing, you can get Team Wiped quickly. -
WEll, I was all excited about Mayhem Missions as well. But as it stands now I find them exceptionally frustrating.
Level 11 SS/ELA Brute and a Level 10 Spines/Regen Stalker.
The sheer number of lts and +1 mobs was ridiculous.
Jail is a serious debt sink because I had to fight a boss just when I broke out of jail, then when you get up the elevators you get jumped by police AND longbow operatives.
The time you get for destroying items varies and is extremely inconsistent which is always a bad thing for players. The first time I destroy something I seem to get extra time, and then at what appears to be random times after that I'll get more time.
I feel this should be consistent.
I'm running these missions on Villainous and for one of the primary features of CoV Issue 7 I'm just not feeling it. This level of 'challenge' should be one or two difficulty levels up. They have potential though, and they're interesting. Just too difficult ;-)
To me the missions feel absolutely punishing rather than fun. -
That's simply illogical.
If the amount of endurance increase = endurance we had before
then people would not be noticing a difference.
And the numbers from all the hero planners and independent testing would not reveal a shortfall in Endurance for a Regen Scrapper (3 instead of 6 SOs in Quick Recovery, 3 instead of 6 SOs in Stamina).
Please show with some credible numbers that
13% reduction in active powers (Note there was no reduction in Toggles, some were actually increased) = Endurance we had before ED. -
How horrible.
That ruins the Vidiot Map enhancements.
I hope there is a workaround soon. -
[ QUOTE ]
Any chance of a respec
[/ QUOTE ]
GRRRRRRRRRRRR -
It's obvious that CoH is being reduced to match CoV.
I don't know why people don't seem to be realising that. If you want to know what is next in store for CoH,or how CoH is ultimately going to play ask someone in CoV Beta how that plays, and that's exactly what we are going to have with CoH.
Our game WAS changed to match CoV. There's no question about it. -
My response to Issue 5 was initially extremely negative.
Now that I5 has gone live, my view is tempered somewhat.
New Content
With regards the new zone I think it's an excellent idea, and we definitely need more of them now that this game has crossed the one year mark.
Usually when a MMORPG has been around this long there is a large Expansion Pack that is sold to the public that contains several new zones and content for players of all levels to enjoy. This has not happened with CoH, and instead we get Issues that usually contain a new zone or some new element of content. This is in keeping with other MMORPGs, but we have yet to get our Full Expansion which would, for example, include about 4 new areas complete with new Interiors for Missions and city graphics etc.
The new badges gives the level 50s something to do, perhaps, and all this new content is good.
Massive Reduction in power effectiveness
This Issue saw the largest change in gameplay that I have ever experienced in a Top Tier game through a patch in all my years of gaming, and that's about 20 years.
I still think it is literally anathema to so radically alter gameplay when your game has built up a consistent fanbase.
A game designer should not change the basic rules by which a game is played on their playerbase over a year after the game has been released. It just isn't done.
NBA Officials don't raise the height of the ring in basketball because their players are hitting all their jumpshots. Players have already become accustomed and train for a 10 foot ring, officials can't change such a basic aspect of gameplay .
Doing this goes far far beyond 'Play Balance', it is actually 'Game Re-design'.
I5 Represents The Developers' Vision
After such a long time whether players are playing the game as the developer intended or not is completely immaterial and irrelevant. At this point the Developers must work around the player base and accommodate their play styles with new content, AI Changes or other Positive Reinforcement means to develop and progress the title. Redesigning the game should never be seen as being an option.
No developer has said anything on these forums or in the press which I have read which indicates that making Postive changes to address the current Playstyle was not possible. What has been said over and over is that the game was too easy.
It is a simple fact that if players can maximise their character effectiveness to match their style of play then they WILL do so. If they can get maximum 75% S/L resistance then they WILL do so. This is common sense, the statements made by the development team that they were 'surprised' at these things and 'never intended' to me is evidence of a lack of realistic vision and consistent gameplay philosophy.
After a year and a half, the game is Too Easy
Radically altering game play is not the answer to developers suddenly, after a year and a half, realising a game is too easy. If it took a year and a half for a development team to realise a game is too easy then something went wrong during the Design, Testing, Alpha and Beta phase of the title with regards to Play Balancing.
I5 Represents inconsistent Gameplay Philosophies
To me, there does not appear to be any consistent gameplay philosophy in City of Heroes' Game Mechanics. Things are made up and changed as the game goes along, which to me is poor game design. The fact that CoH is a MMORPG is absolutely no excuse.
Strategies which have been developed by players are likely to become irrelevant with the next patch. Any configuration you have for your powers and your character is likely to be useless with the next patch. These are the fears of the current playerbase in City of Heroes, and this simply is not right.
If such a terrible Imbalance existed that the game needed to be Re-Designed it should have been caught earlier before the playerbase spent in excess of 400 hours or more with their characters. We should not have gotten an 'Issue 5' Redesign to cope with it.
The most recent example of inconsistent design philosophy are the recently added Damage Resistance Inspirations that were thrown into the game post I5, to assist with the loss of Defense and resistance that was introduced in I5. What?
Postive Additions As A Solution
What should happen now, is that new opponents are introduced that optionally represent a greater challenge to those players who have mastered the existing monsters. For example, if because of high Smashing/Lethal resistance characters are able to herd multiple Nemesis, introduce a Nemesis character which does primarily energy damage and include that in the existing Spawns in certain zones. Adjust Monster AI so Monsters can 'defend' against the Herding tactic. This will force a change in strategy for those players who were routinely killing Nemesis before. This sort of thing is much better and far more positive and interesting to Players as opposed to dropping every Character's Smashing/Lethal resistance by 50%. And then turning around and rebalancing everything else to try to make up for it. It is understood that such changes involve work, but from a costumer perspective sorting that out and more importantly designing so this is never necessary on such a large scale, is the developer's business, not the Customers.
I have never seen a Developer from Cryptic respond as to why the solution of Postive additions is not preferable from a customer perspective.
It is a fact that none of these changes in I5 have prevented Power Leveling in the game, or herding as a factor of Power Leveling a character. People are still doing it, and maybe even more successfully with a 25% XP boost.
Security through obscurity
Another point which Issue 5 did not address, is the fact that information on the powers in City of Heroes is practically non existent. This is actually brought to the forefront as we now have a plethora of posts and guides seeking to discover and explain to fellow players the new numbers behind the powers.
This is probably the reason it took so long for the game to suddenly be recognised as 'easy'. By not allowing the player base to make informed decisions you had a majority of the player population making ineffective decisions on how to build their character and then being stuck with those decisions. Only after trial and error did the best combinations of powers emerge. These players with the wherewithal to figure out these combinations then communicated these effective combinations to the rest of the player community.
This is clearly shown when new players post that they don't have a clue what Integration does or how it fits into the Regeneration set. The only reason I knew is because I read a few Guides on the message forums. It is a disservice if a player creates a character in a manner which would greatly reduce their enjoyment of the Archetype, simply because they are not given the information they require to understand the Archetype and it's powers.
Developers should not be recommending that Players Read the Message Forums to get information on their game.
Players should read the forums if they want to, to get better strategies, interact with the wider player community, pick up tips and tricks etc. , not to Understand The Basic Powers of the Game.
To go with my Basketball analogy:
It is the same as players playing a game of basketball being told that "Points are increased the further away from the basket the ball is thrown", and finding out through trial and error that if they stand behind the 3 point line they get 3 points, and this does not increase even if they sink a basket from the Half way line.Trial and error implies that a few dedicated players stand with measuring tapes and shoot the ball into the basket (however long that takes), note the points, stand further back, shoot the ball, note the points until they finally realise the 'Rule'. Does this seem absurd? I think it does .But this is exactly the sort of lack of information we get currently for our powers in City of Heroes.
If you 'hide the numbers' in a common game you see how ridiculous it becomes.
This is the exact same basic tenet for Game Design for an outdoor court game as for a MMORPG or Roleplaying Game.Players need to know the parameters and the rules in order to play properly. Its common sense.
To me it is obtuse to not give players correct information in an attempt to prevent them from developing strategies to score 3-pointers regularly during games.
What is 'Moderate', 'Short time' ,'Minor' etc.? What do these words mean when applied to the Gameplay Mechanics? When a player hits an enemy do you do Moderate Damage? Not at all, the player does a Fixed Quantity of damage. An AV does not have 'A high amount' of Hit Points, it has a fixed Number of hit points. Why should this be hidden from a player? Your Combat Log does not say," You receive Moderate damage". Your Health bar does not say," You are almost dead". It's all numbers. So the game shows the numbers on one hand, but hides them on the other. I dont understand.
I'd like to see descriptions like this in the next patch:
Toggle | Self | Single
Cost: 0.20 Act: 2 Rchg: 10
Recharge (Has): 6
---------------------------------------------------------------------------------
While active you are constantly moving, this increases defense to melee and ranged attacks.
---------------------------------------------------------------------------------
Defense : Melee, Range( 9.53% ) ( Tanker )
Defense : Melee, Range( 9.53% ) ( Controller )
Defense : Melee, Range( 9.53% ) ( Defender )
Defense : Melee, Range( 9.53% ) ( Peacebringer )
Defense : Melee, Range( 9.53% ) ( Warshade )
Defense : Melee, Range( 7.15% ) ( Scrapper )
Defense : Melee, Range( 6.67% ) ( Blaster )
If the Developers are afraid of confusing players that cannot do simple addition and subtraction, then with each Patch Post the Numbers behind the powers on the much recommended message boards.
If a game is varied and interesting enough then there will be several ways for players to approach their characters. If the game mechanics are weak and content is sparse then maybe one might feel the need to 'hide' things to avoid everyone taking the same build. So which is it with City of Heroes?
Players Must Understand The Game.I5 brings to the fore that there is a lot about the game Players do NOT understand
After speaking to several players from different MMORPGs it is fact that ALL of them display Character Statistics to players. ALL Pen and Paper RPGs display character stats. ALL Computer RPGs display character Stats. The reason for this
is obvious and common sense. Your characters are based on these statistics, therefore in order for you the player to develop your character you need to know what your choices *MEAN* in the gameworld. If you want to you can see the Enemy statistics, look at your own statistics and develop strategies. Or you can just play the game blindly, your choice. In COH we don't have a choice, unless Players spend lots of time writing up guides and doing number crunching, which no one pays them for.
For example, Players have been told that in Issue 5 Tough and Weave have their endurance costs 'Increased'. What on earth does that mean in the actual game?
What does 'Increased' translate to??
0.4 endurance per second? 0.2 Endurance per second? What does it mean?
When picking powers or Respecing how will a player know if they can or Cannot run Tough with their character anymore?
Must a player Respec and hope for the best, and if it doesn't work out then what happens to that player and their character?
Beta Testing Blindly can lead To I5
ERGO there is inadequate testing. It takes players several months to discover best power combinations. A Developer does not spend half a year to Beta Test a title. So during Beta Testing, since players still do not know one heck about the game's powers a developer will never understand how the game will progress and how Players will act in their gameworld when players finally do understand the numbers behind the powers. This makes Beta Testing under these conditions ineffective for measuring Long Term Gameplay trends. A Developer will end up in a silly circle of making a change, hiding the numbers, the players playing for a few months, figuring out the numbers and optimising their characters, then the developer makes a change, hides the numbers and so on and so on.
CoH Gameplay,Roleplaying and BackStory
I5 altered the gameplay of CoH. Taken in Aggregate this may have been a good thing since it did force new strategies to develop and made a few of the archetypes more relevant without completely crippling the playerbase. I'm having fun in I5, and a lot of other people are as well. A new player to the game won't know that anything has changed, and the game is certainly very enjoyable now as is.
City of Heroes goes a different route to the regular MMORPG and there is no option for this Setting and Genre anywhere else in an MMORPG currently on the market.
CoH pulled me into the world of MMORPGs fully by allowing me to Solo easily and fight multiple opponents at once generally imparting a feeling of true Heroic Characters.
These positive things aren't something new in I5, but I thought I would mention them anyways.The Positive aspects that existed before I5 still remain in the game today.I5 did not totally change them.
The backstories, the rich tapestry behind the different Factions and the sheer amount of missions and content in the game is excellent. The History and Roleplaying elements of City of Heroes is totally totally excellent.The sheer variety of Characters you can create is fantastic!! You see so many different heroes out there with color combinations and different power picks: it's wonderful.
CoH has a game design feature that no other MMORPG provides! All the other MMORPGs end up at the highest levels with characters that look the same.
With City of Heroes the focus is on your HERO, not on their 'gear'. The character is the Power, the clothes don't make the hero! This is excellent.
Again, these are not 'new' things which were added in I5, so it probably shouldn't be mentioned in this thread but I felt I had to say it, because I think it's such a fantastic and enthralling part of CoH.
Summary
Whilst I5 isn't the portent for DOOOOOM that I first thought it would be after playing on Test when it had just been released, in my view it still represents a negative step. I would have very much preferred minor tweaking and play
balancing of powers with Postive measures toward making the game more challenging instead of the enormous Negative alterations to characters and drastic alteration of accuracies and other game mechanics.
Instead of looking toward future patches as bringing expanded gameplay and positive features, I now fear that I will be forced to alter my gameplay and character build yet again and worry that I may no longer wish to play the character, or the game.
To me this is not conducive to feeling comfortable with giving a subscription fee to a game and forming a long term commitment to a game.
There has been speculation, which seems logical, that all these changes are because City of Heroes needs to interact with City of Villains, and has nothing to do with City of Heroes in general at all. This, if true, explains a lot. But of course this has never been communicated to the player base by the producers or developers, so it remains pure speculation.
It also makes me quite wary of recommending the new City of Villains, since from everything I have read it is going to be more of the same with some additions. I do not think I will be happy if I must go through these same sweeping
changes after becoming comfortable in City of Villains because at the core developer level nothing would have changed in game methodology and approach.
However, my Pre-Order is in and I am eager to see what new things await in CoV because I'm an addict.
My vote for I5 The Update - 45% (Should never have been necessary).
My vote for City of Heroes The Game With I5 - 70% -
Just to clarify ;-)
Laser Beam Eyes deals Energy damage.
Impale deals lethal damage.
In the late game many opponents have resistance to smashing/lethal damage, but very very few of them have resistance to Energy damage.
Hence my choice to go with Laser Beam Eyes for the late game.
As I said though, I have one Respec left, which I may use after I see how these later choices play out when put into practice. -
[ QUOTE ]
Overall critique is that your build is entirely too defensive, and lacks in offense. And yet even after going so defensive you emphasize that you're not a tanker and shouldn't act like it. Bull. I've lost count of how many teams I've "tanked" for as a Regen, both in I4 and I5. There are very few situations where I don't feel comfortable doing so.
[/ QUOTE ]
Glee wup, thanks so much for your informative and helpful post.
I really appreciate your insight.
As stated before, Quills and Buildup are two powers I wanted to try working into the build, and may still do so later on.
Cheers! -
As stated before, the line about Resilience should have been under Reconstruction, it was late
No Integration does not cap with 6 slots.
Neither does Reconstruction
I tried out an extra heal in Instant Healing and I think it works just a tad better for me that way That is a matter of preference though.
Your welcome on the guide, I hope it helps your build in some way.
Cheers -
Sorry, that bit of text is supposed to go under RECONSTRUCTION, not Resilience.
Thanks for catching that, although I cannot go back and edit.
The values we have, as I stated, is based on the numbers from Joe Chott's editor and from around the boards.
The Endurance cost may very well be higher in I5.
If you can find the Endurance numbers it would be great to add into this thread and update the Endurance calculations.
Thanks for catching those errors mate -
Oh heck yeah sure.
At 38 this build is very playable and effective. You'll just miss the extra slots in Stamina which you would add at level 39.
But hey, Respec your character on Test first and run through a mission (Solo it should be a breeze anyway even on Invincibile), and then street hunt against progressively difficult spawns in say Crey's Folly or Founder's Falls to check the limits and playability.
Note: If you aren't dying you aren't really testing the limits and how the build plays ;-)
This is how you'd really test your capabilities unless you can find a 4 man team to do missions with on Test (difficult).
Using Test before a respec on LIVE is worth it. -
Impale is a good ranged attack, however because I am taking both Laser Beam Eyes and Energy Torrent it isn't entirely necessary.
You have
Lunge->SpineBurst (AoE)->Throw Spines(Aoe)->Ripper(AoE)->Laser Beam Eyes->Energy Torrent (AoE).
as your attacks.
So at my current level of 41 this build has more than enough attacks to keep me going. When I add LBE and Energy Torrent to the mix I won't ever be short of attacks for my attack chain, especially since the Redraw issues with Spines seems to have been fixed.
Remember, at earlier levels this is NOT The build I would use! Lunge and Spine Burst is not enough to take you through the early levels in my view.
Lunge,Impale and Spine Burst is though. You might even find yourself using Kick early on.
I would most definitely take Impale and Lunge and six slot those babies up until about level 25 to 34 when I would do the first Respec Trial.
Don't be afraid to spend your slots from 1 to 25 on those powers and attacks that are important to you at those levels.
The point is to be maximally effective based on your power picks within the level ranges.
My point of view is always Intend to Respec when one is available.
For example, this was my build in I4 that took me up to about level 32.
01 : Fast Healing hel(01)
01 : Lunge dam(01) acc(3) dam(3) dam(13) dam(15)
02 : Spine Burst dam(02)
04 : Quick Recovery endrec(04) endrec(5) endrec(7) endrec(7) endrec(5) endrec(25)
06 : Kick (Fight) dam(06)
08 : Impale acc(08) acc(9) dam(9) dam(13) dam(33)
10 : Hasten recred(10) recred(15) recred(21) recred(11) recred(11)
12 : Swift runspd(12)
14 : Super Speed endred(14)
16 : Integration hel(16) hel(17) hel(17) hel(19) hel(19) hel(27)
18 : Health hel(18)
20 : Stamina endrec(20) endrec(21) endrec(33) endrec(34)
22 : Tough damres(22) damres(23) damres(23) damres(25)
24 : Weave defbuf(24) defbuf(33) defbuf(27) defbuf(31)
26 : Stealth defbuf(26)
28 : Instant Healing endred(28) hel(29) hel(29) hel(31) hel(31)
30 : Ripper dam(30) dam(34) dam(34)
32 : Resilience damres(32)
-------------------------------------------
01 : Brawl dam(01)
01 : Sprint jmp(01)
02 : Rest hel(02)
Almost completely the opposite from what I have now. This was a Scrapper that concentrated more on single target damage and depended heavily on Hasten to keep an attack chain going. (Note, the build above is by no means optimised and not meant as anything to follow exactly, if I had to go back and replay those levels again in I4 I'd build Jentia differently knowing what I know now o/ when I was younger...*snaps fingers* *boogies*/o).
I used Impale's standoff abilities at these early levels to tackle opponents that were much higher than my own level, hitting Purples as early as level 19 as par for the course and staying out of Melee Range.
Ahhh...I went back and looked at some screenshots of little Jentia Pre-Cape and Glowing eyes
Ahhh...*wistful look* The nostalgia...the glory days..
*wipes tear*
*sniffles* -
Sorry, oversight.
Weave Base Defence = 3.25% (Max 7.15%)(Lowest published value for this defense)
Combat Jumping = 2.5%(Max 5.5%) (Using the Lowest published value for this power's defense)
You see therefore that spending the slots on Weave nets you a higher defence than placing them into Combat Jumping.
Something to consider, however, is that the End cost of Combat Jumping is much much much lower than that of Weave.
So you get W(6) HIGH endurance cost = 7.15% defense
CJ(6) Low End Cost = 5.5% defense
I think the Defense % is worth more in Weave than spending it in Combat Jumping if you are going to slot for Defense at all. We know that adding Defense improves survivability, does it do so by a high enough margin? And for my build I need to have both of them running. Is 5.5% defense enough of a difference to spend 5 slots in a power? I don't think so, but I think almost double that amount is.
Like I said, I have not been able to test 6 slotted weave on Live servers yet, so I cannot say with assurity, but this is my intention for the later levels with this build, if it changes I will post here -
Thanks much.
I was helped so much by _Havok_'s Spines Regen guide that I see it as giving back.
I hope it helps some people enjoy CoH
If anyone sees anything incorrect, don't forget to say, so I can edit it before the editing timeframe is 'up' ^_^
Cheers!